Mizerka (card game)

Last updated

Mizerka is a trick-taking card game belonging to the Whist group. Mizerka is a three-person game. Although it originates in Poland, Mizerka's popularity has largely increased in the United States. What distinguishes Mizerka from tradition trick is the use of a fourth dealt pile, serving as a talon with which players can exchange their cards. [1] [2]

Contents

Gameplay

Cards

Mizerka uses a standard 52-card pack of French-suited cards.

Initial deal

Mizerka is started when a dealer deals four sets of six cards. Each player takes a pile and the remaining pile is left in the center. This pile is referred to as the talon. Once these cards have been dealt, forehand, the player to the left of the dealer, chooses the contract. [3]

Contract

Forehand is able to choose a contract. A contract dictates a trump suit (or lack thereof) and the method for scoring points. There are six contracts: Spades, Clubs, Hearts, Diamonds, No Trump, and Mizerka. For all contracts named after a suit, the contract designates the trump suit. For the No Trump contract no trump is assigned. The Mizerka contract in addition to having no trump suit, also has a goal of not winning tricks. [3]

Second deal/talon use

The remaining twenty-eight cards are then dealt once the player chooses a contract. At this point, each player should have thirteen cards. Forehand is then able to swap as many cards as they would like from the talon. If there are still cards remaining, middlehand, the player to the dealer's right, is then able to swap with the talon. This player may only swap as many cards with talon as there are remaining. In the rare case that cards remain in the talon after two players have swapped, the dealer is then able to swap with the talon. [3]

Trick winning

Trick winning is inherent in many different card games, such as Bridge and 500. With the exception of the Mizerka contract, the objective is to win tricks. A trick is won by playing the highest card among the three cards that are played within a round. The exception to this rule is when the trump suit is played. The trump suit (determined by the contract) ranks higher than any non-trump card. The only way to beat a trump card is with a higher trump card. Forehand leads with a card of his choice. After this player plays a card, middlehand plays a card, following the suit if possible. However, if the player lacks cards of the leading suit, they are able to play any card that they want such as a trump card. If a non-trump card is played that is a different suit than the initial suit, it is lower ranking than any card following the initial suit or a trump card. The dealer then plays the third card following the same protocol. The winner of the previous trick leads the next trick. This repeats until all thirteen tricks are played. [3]

Scoring

Non-Mizerka contracts

Each player is assigned a quota. The dealer has a quota of one trick. Forehand has a quota of seven tricks. Middlehand has a quota of five tricks. In order to determine a player's score for a round, one determines their negative or positive difference in tricks from their quota. For example, if the dealer wins three tricks, they would determine that there is a difference of two tricks between their quota and the number of tricks won. Each player's score is then written in a scoring table (see below). [4]

Mizerka contract

The Mizerka is unique in that the quotas are changed. The dealer has a quota of seven. Forehand has a quota of one, and middlehand has a quota of five. A player's score is then calculated by once again determining the difference between one's quota and the number of tricks won. A player receives a point for every trick won below their quota. A player also loses a point for every trick won above their quota. This is contrary to the traditional scoring method. [4]

Example contract table

Below is a sample scoring table for the game. This 4x8 chart includes the three players on the left column and the six possible contracts within the top row. Each player is assigned a box for each contract that they choose during their turn.

Sample Mizerka Scoring Sheet.png

Example scoring table

This scoring table shows a basic table which shows the scores for all 18 rounds played. The scores are totalled after each round and placed in the chart below.

Mizerka Scoring Sheet.png

Common slang

Many games enjoy a rich history of terms and phrases that embody the cultural aspects that make them unique; Mizerka is no exception. Although only a few people play it, the game has developed colloquial words, mostly based on actual terms, that add to the atmosphere of the game and have taken on a meaning of their own. One of these is "bizerka." This word is a portmanteau of berserk and Mizerka. It can be used at any time during the game, to express frustration, disappointment, or astonishment. In some circles it can even be used as an expression of joy. Another popular word in most Mizerka circles is "taloon." This word, a corruption of "talon", is used as an expression of moderate discontent with the cards one receives from the talon after exchanging cards. The next word is not as well known, and it believed to have started after someone found the word "taloon" to be quite comical, and decided to make a parody of it. "Controon" is used as an expression of disgust over another player’s choice of contract. It is mostly used when a player chooses a no trump or Mizerka round, in which initial and second card dealings are of much greater importance that rounds in which a suit is trump.

Related Research Articles

<span class="mw-page-title-main">Preferans</span> Trick-taking game

Preferans or Russian Preference is a 10-card plain-trick game with bidding, played by three or four players with a 32-card Piquet deck. It is a sophisticated variant of the Austrian game Préférence, which in turn descends from Spanish Ombre and French Boston. It is renowned in the card game world for its many complicated rules and insistence on strategical approaches.

<span class="mw-page-title-main">Jass</span> Card game

Jass is a family of trick taking, Ace-Ten card games and, in its key forms, a distinctive branch of the Marriage family. It is popular in its native Switzerland as well as the rest of the Alemannic German-speaking area of Europe, Italian South Tyrol and in a few places in Wisconsin and Ohio, USA.

<span class="mw-page-title-main">Mariáš</span> Card game

Mariáš or Mariasch a three-player, solo trick-taking game of the King–Queen family of Ace-Ten games, but with a simplified scoring system. It is one of the most popular card games in the Czech Republic and Slovakia, but is also played in Bavaria in Germany as well as in Austria. The Hungarian national card game Ulti is an elaboration of Mariáš.

<span class="mw-page-title-main">Schnapsen</span> Card game

Schnapsen, Schnapser or Schnapsa is a trick-taking card game of the Bézique (Ace-Ten) family that is very popular in Bavaria and in the territories of the former Austro-Hungarian Empire and has become the national card game of Austria and Hungary. Schnapsen is both of the point-trick and trick-and-draw subtypes.

<span class="mw-page-title-main">Tippen</span> German card game

Tippen, also known as Dreiblatt, Dreikart, Drei Karten, Dreekort, Kleinpréférence or Labet, is an historical German 3-card, plain-trick game which was popular as a gambling game for three or more players. The Danish version of the game was known as Trekort and more elaborate Swedish variants include Knack and Köpknack. It appears to be related to the English game of 3-Card Loo. It was banned as a gambling game in some places.

<span class="mw-page-title-main">Gaigel</span>

Gaigel is a card game from the Württemberg region of Germany and is traditionally played with Württemberg suited cards. It is a Swabian variant of Sechsundsechzig and may be played with 2, 3, 4 or 6 players. However, a significant difference from Sechsundsechzig and other related games like Bauernschnapsen is the use of a double card deck. The four-player game is usually called Kreuzgaigel. The game emerged in the early 19th century.

<span class="mw-page-title-main">Watten (card game)</span>

Watten, regionally also called Waddn, Watteln or Wattlung, is a card game that is mainly played in Bavaria, Austria, Switzerland and South Tyrol. There are several main variants: Bavarian, Bohemian, South Tyrolean (Stichwatten), (Austrian) Tyrolean, Kritisch and Blind Watten. It is usually a 4-player game, which is "by far the most interesting", but it may also be played by 2 or 3 players. According to Parlett, Watten is "hard to describe [but] fun to play and easy to learn."

<span class="mw-page-title-main">Bauernschnapsen</span> Card game

The card game of Bauernschnapsen is an expanded form of the popular Austrian card game of Schnapsen, played by four players. This variant of Schnapsen is played throughout the whole of Austria.

<span class="mw-page-title-main">Dobbm</span>

Dobbm or Tappen is a card game played in the Stubai valley in Austria and is one of a family of games derived from the Tarot game of Grosstarock by adapting its rules to a regular, shortened pack of 36 cards. The ranking and point value of the cards in Dobbm is typical of the family and, like its other members, one player always plays as a soloist against all the others. It is highly popular in the Stubai valley among card players of all generations, but is unknown in the surrounding regions.

<span class="mw-page-title-main">Dreierschnapsen</span> Austrian card game

Dreierschnapsen, Talonschnapsen or Staperlschnapsen is a three-hand variant of the popular Austrian card game, Bauernschnapsen. The rules are very similar to those for Bauernschnapsen except that, instead of two teams of two players, one player bids to become the soloist against the other two who form a temporary alliance. Another difference is that the game makes use of a talon with which the soloist may exchange cards to improve his hand, hence its alternative name of Talonschnapsen. The game is usually played with William Tell cards.

<span class="mw-page-title-main">Wallachen</span>

Wallachen is an Old Bavarian card game which used to be very popular in eastern Bavaria. Although, by 2012, it had become a rarer sight at pub tables, there have been more recent moves to revive it. Wallachen is a relatively simple three-hander that is easy to learn. As a result, like Grasobern, it has a relatively relaxed character without the mental demands of Schafkopf or the psychological stress of Watten. It is a member of the Préférence family of card games.

<span class="mw-page-title-main">Solo 66</span>

Solo 66 is a trick-taking, Ace-Ten, card game for five players in which a soloist always plays against the other four. It is based on the rules of Germany's national game, Skat, and is played with a French-suited Skat pack of 32 cards. Bidding is for the trump suit. Jacks are ranked within their respective suits and do not form additional trumps over and above the cards of the trump suit. Grupp describes it as "an entertaining game for a larger group."

<span class="mw-page-title-main">Ramsen (card game)</span> Bavarian card game

Ramsen or Ramsch is a traditional Bavarian plain-trick, card game for three to five players that is played with a 32-card German-suited pack and is suitable both for adults and for children. It is one of the Rams group of card games that are distinguished by allowing players to drop out if they think they will fail to win the required number of tricks. An unusual feature of Ramsen is the presence of four permanent trump cards that rank just below the Trump Sow (Ace). It should not be confused with the contract of Ramsch in games like Skat or Schafkopf, nor with the related game of Rams which is also called Ramsen in Austria, but is played with a Piquet pack, does not have permanent trumps and has a different card ranking.

<span class="mw-page-title-main">Matzlfangen</span> Card game

Matzlfangen is a traditional point-trick, card game for 4 players that originated in the Bavarian province of Upper Palatinate over 200 years ago and spread to Austria. It is still played in a few places today. The game is named after the Ten or Matzl, which plays a key role.

<span class="mw-page-title-main">Kratzen</span> Austrian card game

Kratzen is an Austrian card game for three to six players that is played for small stakes usually using a 33-card William Tell pack. It is a member of the Rams group of card games characterised by allowing players to drop out of the current game if they think they will be unable to win any tricks or a minimum number of tricks. The game is related to the Swiss Jass form, Chratze and has been described as "fun" to play.

<span class="mw-page-title-main">Jaggln</span>

Jaggln or Jaggeln is an historical Tyrolean card game designed for five players that used to be played purely as a winter pastime by farming folk. An unusual feature are its three highest trumps known as Jaggl, Zanggl and Buggl. The aim is to win the majority of Gewisses – i.e. the four Sows, the four Tens and the Jaggl. So, for example, if a player holds all three top trumps, he is certain to win 3 tricks. And if, in doing so, he captures the four Sows, he has won because he has five of the nine Gewisses.

Zwanzig ab, 20 ab or simply Zwanzig is card game for four players. It is a member of the Rams family in which the key feature is that players may choose to drop out of the game if they believe their hand is not strong enough to take a minimum number of tricks. It appears to be a recent, internet-propagated variant of Schnalzen or Bohemian Watten. However, the latter has a natural card ranking, is played with double German cards and a Weli, has no exchanging and has a different scoring system. It is suitable for children from 8 upwards. It may be related from Fünf dazu! which is a simpler game described by Gööck in 1967 that has neither trumps nor the option to drop out.

<span class="mw-page-title-main">Norseman's Knock</span> Classic Swedish card game

Norseman's Knock or Norrlandsknack is a classic Swedish card game for 3 to 5 players, known since the mid-1800s. It is traditionally played for money. The game is about winning as many tricks as possible and above all not being completely left without a trick.

<span class="mw-page-title-main">Call-ace Whist</span> Danish card game

Call-ace Whist or Danish Whist is a card game for four players playing in variable partnerships. It is the most popular form of Whist in Denmark, where it is often just called "Whist". It has a well developed bidding system and has imported from the traditional Danish game of Skærvindsel the feature of determining the partnerships by 'calling an ace'. John McLeod records that there is also a version of Danish Whist in which there are fixed partnerships.

<span class="mw-page-title-main">Sjavs</span> Danish card game

Sjavs is a Danish card game of the Schafkopf family that is played in two main variants. In Denmark, it is a 3-player game, played with a shortened pack of 20 cards; in the Faroe Islands, where it is very popular, it is a four-hand, partnership game using a standard Piquet pack of 32 cards.

References

  1. "Mizerka | Board Game". BoardGameGeek.
  2. Hodgkinson, Amanda (2011). 22 Britannia Road . New York: Penguin. pp.  323. ISBN   0-670-02263-2.
  3. 1 2 3 4 "Mizerka - thanoscardgamess jimdo page!". Thanos Gard Games. Retrieved 17 December 2011.
  4. 1 2 McLeod, John. "Rules of Card Games: Mizerka". John McLeod. Retrieved 17 December 2011.